Audio Implementation Greats #7: Physics Audio [Part 2]
In Part One we took a look at some of the fundamentals involved with orchestrating the sounds of destruction. We continue with another physics system design presented at last years Austin Game Developers Conference and then take a brief look towards where these techniques may be headed. UNLEASH THE KRAKEN In Star ... read more.
Audio Implementation Greats #6: Physics Audio [Part 1]
In part one of a two part series on physic sounds in games we'll look at some of the fundamental considerations when designing a system to play back different types of physics sounds. With the help of Kate Nelson from Volition, we'll dig deeper into the way Red Faction Guerrilla ... read more.
Audio Implementation Greats #5: Ambient – The Hills are Alive
In a continued attempt to shed light on some of the best examples of Technical Sound Design in the current generation, I'd like to call attention to several titles that have pushed the envelope when it comes to the art of ambience. The all encompassing experience of “being there” in ... read more.
Audio Implementation Greats #4: De’ Bug and the Tale of the DSP Sound-Bomb
At the Game Developers Conference Audio Boot Camp in 2006 Scott Selfon, Senior Audio Specialist at Microsoft, peeled back the layers of the onion for game audio newbies and exposed those in attendance to a Project Gotham Racing 3 debug build which allowed audio designers to visualize the parameters of ... read more.
Audio Implementation Greats #3: Crackdown – Realtime Worlds
One area that has been gaining ground since the early days of EAX on the PC platform, and more recently it's omnipresence in audio middleware toolsets, is Reverb. With the ability to enhance the sounds playing back in the game with reverberant information from the surrounding space, you can effectively ... read more.
Audio Implementation Greats #2: Audio Toolsets [Part 2]
Developer created proprietary toolsets continue to provide a vital form of audio integration in the industry, especially in cases where the gameplay specific features need to be exposed and interacted with at a deeper level than what comes “out of the box” with most middleware. In the days before robust ... read more.
Audio Implementation Greats #1: Audio Toolsets [Part 1]
After steeping in the current console generation, several examples of best practices in audio implementation have been exposed through articles, exposes, and video examples scattered across the internet. In an attempt to overview some of the forward thinking front runners in the burgeoning field of Technical Sound Design, I've been ... read more.








